BloodyStigmata wrote: »They did extend wall and orb to 20 seconds and we all hated it, remember?
Where have you been the last 3 months?
BloodyStigmata wrote: »They did extend wall and orb to 20 seconds and we all hated it, remember?
Where have you been the last 3 months?
they did? i haven't been playing, just started up again...why did "we" hate it?
They tried on U35 PTS and walked it back. People hated it because while it parses better it doesn't actually help much in content since most of the hardest fights are very mobile and DoTs that linger in a fixed space end up being largely wasted. The fights that aren't as mobile are usually older fights or filler enemies that don't take long to kill anyways.BloodyStigmata wrote: »They did extend wall and orb to 20 seconds and we all hated it, remember?
Where have you been the last 3 months?
they did? i haven't been playing, just started up again...why did "we" hate it?
BloodyStigmata wrote: »They did extend wall and orb to 20 seconds and we all hated it, remember?
Where have you been the last 3 months?
they did? i haven't been playing, just started up again...why did "we" hate it?
BloodyStigmata wrote: »They did extend wall and orb to 20 seconds and we all hated it, remember?
Where have you been the last 3 months?
they did? i haven't been playing, just started up again...why did "we" hate it?
Isn't Lightweight Beast Trap a decent ranged option for Minor Force?
francesinhalover wrote: »Isn't Lightweight Beast Trap a decent ranged option for Minor Force?
after testing not really, the radius is only 2.5 meters so if the target slightly moves or you aim slightly away you fail to activate the skill.
I was using it close range and it kept failing. so i changed to barbed trap because it always drops in front of you.
The solution would be increasing lightweight trap radius to 5m, but z wont do it because of pvp.
Isn't Lightweight Beast Trap a decent ranged option for Minor Force?
francesinhalover wrote: »Isn't Lightweight Beast Trap a decent ranged option for Minor Force?
after testing not really, the radius is only 2.5 meters so if the target slightly moves or you aim slightly away you fail to activate the skill.
I was using it close range and it kept failing. so i changed to barbed trap because it always drops in front of you.
The solution would be increasing lightweight trap radius to 5m, but z wont do it because of pvp.
So reducing the dps from the skill to the half, making it pointless to use, better to use spamable or HA.BloodyStigmata wrote: »They did extend wall and orb to 20 seconds and we all hated it, remember?
Where have you been the last 3 months?
they did? i haven't been playing, just started up again...why did "we" hate it?
Because they also put the DOT on 2 seconds instead of 1 which means you simply need double the time to do the same damage but also just need to cast it half as often.
boi_anachronism_ wrote: »
boi_anachronism_ wrote: »
well, they definitely nerfed it but definitely more so on staffs, I can still hit good numbers with 2hand/daggers, staffs are absolute junk right now in comparison...but where exactly are your numbers coming from as far as doubling it? the damage would be the exact same other than having to refresh dots at 20seconds instead of 10seconds...you think that doubles your damage?
boi_anachronism_ wrote: »
well, they definitely nerfed it but definitely more so on staffs, I can still hit good numbers with 2hand/daggers, staffs are absolute junk right now in comparison...but where exactly are your numbers coming from as far as doubling it? the damage would be the exact same other than having to refresh dots at 20seconds instead of 10seconds...you think that doubles your damage?
boi_anachronism_ wrote: »boi_anachronism_ wrote: »
well, they definitely nerfed it but definitely more so on staffs, I can still hit good numbers with 2hand/daggers, staffs are absolute junk right now in comparison...but where exactly are your numbers coming from as far as doubling it? the damage would be the exact same other than having to refresh dots at 20seconds instead of 10seconds...you think that doubles your damage?
To keep a 20 sec timer where the damage is the same per tick as it was is doubling it. That's basic math. Now if you mean keep the same damage but increase the timer that was exactly what they tried and it was an epic failure. Same damage- 20 seconds with a 2 sec tick. For anything but mobs/bosses that stand still it nearly halved your damage output. That's exactly why they reverted it. Fights have become more mobile in every update not less. Look at the final boss in earthen root for example. Lady thorn, March of sacrifices. That's why it was reverted. So no, no one wants that.
boi_anachronism_ wrote: »boi_anachronism_ wrote: »
well, they definitely nerfed it but definitely more so on staffs, I can still hit good numbers with 2hand/daggers, staffs are absolute junk right now in comparison...but where exactly are your numbers coming from as far as doubling it? the damage would be the exact same other than having to refresh dots at 20seconds instead of 10seconds...you think that doubles your damage?
To keep a 20 sec timer where the damage is the same per tick as it was is doubling it. That's basic math. Now if you mean keep the same damage but increase the timer that was exactly what they tried and it was an epic failure. Same damage- 20 seconds with a 2 sec tick. For anything but mobs/bosses that stand still it nearly halved your damage output. That's exactly why they reverted it. Fights have become more mobile in every update not less. Look at the final boss in earthen root for example. Lady thorn, March of sacrifices. That's why it was reverted. So no, no one wants that.
boi_anachronism_ wrote: »boi_anachronism_ wrote: »
well, they definitely nerfed it but definitely more so on staffs, I can still hit good numbers with 2hand/daggers, staffs are absolute junk right now in comparison...but where exactly are your numbers coming from as far as doubling it? the damage would be the exact same other than having to refresh dots at 20seconds instead of 10seconds...you think that doubles your damage?
To keep a 20 sec timer where the damage is the same per tick as it was is doubling it. That's basic math. Now if you mean keep the same damage but increase the timer that was exactly what they tried and it was an epic failure. Same damage- 20 seconds with a 2 sec tick. For anything but mobs/bosses that stand still it nearly halved your damage output. That's exactly why they reverted it. Fights have become more mobile in every update not less. Look at the final boss in earthen root for example. Lady thorn, March of sacrifices. That's why it was reverted. So no, no one wants that.
ok, basic math...for simplicity...if the 10secon wall or orb does 10,000 damage over ten seconds with 1k per second ticks, if they change only the timer to 20 seconds with still having 1k per second ticks, the wall or orb would then do 20,000 damage but now over 20 seconds...so you see, the damage isn't really doubled, you just dont have to cast the skill twice, 20k damage over 20 seconds isn't really doubling the damage because it takes twice as long to get there...this is not "basic math"?
boi_anachronism_ wrote: »I don't know how you don't get that adding 10k damage for the same resource cost isn't a massive buff... What.
boi_anachronism_ wrote: »And the additional space/time for another full spammable or other damage skill in place on where you would normally refresh that wall... This isn't a vacuum. There were other considerations. This is precisely why they did a 2 sec tic because now you have an additional "free" damage ability without sacrificing any uptime from wall. They had skills that worked that way already. They nerfed them or the changed it to tic every 2 seconds.
Necrotech_Master wrote: »boi_anachronism_ wrote: »And the additional space/time for another full spammable or other damage skill in place on where you would normally refresh that wall... This isn't a vacuum. There were other considerations. This is precisely why they did a 2 sec tic because now you have an additional "free" damage ability without sacrificing any uptime from wall. They had skills that worked that way already. They nerfed them or the changed it to tic every 2 seconds.
if we are talking a 10 vs 20 sec cast difference, i dont know if 1 extra spammable cast would make that much difference
over 20 sec, with 10 sec dot, you have 20 GCD, 2 casts are used for the DOT, and the other 18 casts are spammable
over 20 sec with 20 sec dot, you have same number of GCD, 1 cast is used for the dot, and 19 spammable casts
assuming the dot does the same amount of dmg for each dot (1000 dmg per sec), that would do 20k dmg over 20 sec
assuming the spammable does say 6000 dmg per cast, in scenario 1 with 10 sec dot that is 108k dmg, the 2nd scenario would bring that to 114k dmg, so that is a difference of 5400 dps in scenario 1 to 5700 dps in scenario 2
so your overall dmg difference there is like 300 dps which is basically nothing, if you mix in other dots into that, your losing more spammable GCDs for dot casting GCDs
the problem as you mentioned with the nerfed ground dots is that enemies move around and they need to be recast more often than their full duration, so thats where the dps of the dot comes into play, the heavily nerfed dots are so weak its a waste of GCD to even recast if the boss moves or has immunity phases (not to mention you might only get 30-50% of the actual max dmg), it only makes sense for parse dummy bosses that dont move around, dont have invuln phases, or dont purge effects
boi_anachronism_ wrote: »Necrotech_Master wrote: »boi_anachronism_ wrote: »And the additional space/time for another full spammable or other damage skill in place on where you would normally refresh that wall... This isn't a vacuum. There were other considerations. This is precisely why they did a 2 sec tic because now you have an additional "free" damage ability without sacrificing any uptime from wall. They had skills that worked that way already. They nerfed them or the changed it to tic every 2 seconds.
if we are talking a 10 vs 20 sec cast difference, i dont know if 1 extra spammable cast would make that much difference
over 20 sec, with 10 sec dot, you have 20 GCD, 2 casts are used for the DOT, and the other 18 casts are spammable
over 20 sec with 20 sec dot, you have same number of GCD, 1 cast is used for the dot, and 19 spammable casts
assuming the dot does the same amount of dmg for each dot (1000 dmg per sec), that would do 20k dmg over 20 sec
assuming the spammable does say 6000 dmg per cast, in scenario 1 with 10 sec dot that is 108k dmg, the 2nd scenario would bring that to 114k dmg, so that is a difference of 5400 dps in scenario 1 to 5700 dps in scenario 2
so your overall dmg difference there is like 300 dps which is basically nothing, if you mix in other dots into that, your losing more spammable GCDs for dot casting GCDs
the problem as you mentioned with the nerfed ground dots is that enemies move around and they need to be recast more often than their full duration, so thats where the dps of the dot comes into play, the heavily nerfed dots are so weak its a waste of GCD to even recast if the boss moves or has immunity phases (not to mention you might only get 30-50% of the actual max dmg), it only makes sense for parse dummy bosses that dont move around, dont have invuln phases, or dont purge effects
It does. Example. I get somewhere around 9k a hit with concealed and around 75k+ with impale at 25%. Every rotation. That is actually massive. Same with templar and anyone running an execute. I'm going to say it again. This is specifically why they did a 2 second tic. They wanted to keep damage the same by slowing damage per tic but allowing you to make up for lost damage by casting more spammables. Hence the reason they did that. What you suggest would have created further power creep which is the polar opposite of what they trying to do.